How AR and VR are changing the game for manufacturers
The 90s gave us a clunky vision of virtual reality, with large, head-mounted displays mostly intended for gaming or entertainment. Whether you saw headsets at an arcade or devices like Nintendo’s Virtual Boys stocking the shelves at the stores, it skewed our view of the technology. Today things have flipped on their head(set). The technology is getting smaller and cheaper each year, while its potential applications and capabilities have expanded.
Augmented reality (AR) and virtual reality (VR) may feel like their major business impacts are still to come, with much of the public focus still on entertainment. But manufacturing companies, are already seeing benefits from implementing these technologies at all stages of their product lifecycle.
Augmented reality, which is in an earlier development stage of the two technologies, refers to the overlay of virtual elements overtop of a live picture of your surroundings. Virtual reality, on the other hand, is intended to transport the user into a completely virtual world, blocking the visual perception of their location. Both use head-mounted devices to display graphics to the wearer.
Together these industries make up the majority of the XR (Extended Reality) field, a term used to encompass the evolving area that includes AR, VR, and mixed reality. The need for the term has formed as multiple technologies in the sector have emerged and advanced. The individual buckets were becoming too limiting, and the technologies were all building off of each other.
That evolution of the XR industry has allowed the technology to be taken out of just the video games and consumer product world. While consumer headsets intended for gaming and entertainment are still a large part of the market, these same small headsets are also creating big business impacts. They’re allowing XR to trickle down into smaller and medium-sized companies, especially in manufacturing. In 2016, PricewaterhouseCoopers (PWC) predicted that more than 1 in 3 manufacturers would adopt AR or VR by 2018.
The use of XR in manufacturing is being driven by four main areas that apply throughout a product life cycle: design, worker training and safety, assembly, and maintenance. Of course, that process starts with sketching out what you would like to create.